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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 14:27:42 +00:00

Finish CSamusDoll

This commit is contained in:
Jack Andersen
2017-05-05 19:21:42 -10:00
parent 4ff1475f0e
commit b2d375a1d7
27 changed files with 1721 additions and 229 deletions

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#include "CPhazonSuitFilter.hpp"
namespace urde
{
void CPhazonSuitFilter::drawBlurPasses(float radius, const CTexture* indTex)
{
if (!m_dataBind || indTex != m_indTex)
{
m_indTex = indTex;
m_gfxTok = CGraphics::CommitResources(
[this](boo::IGraphicsDataFactory::Context& ctx)
{
m_uniBufBlurX = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
m_uniBufBlurY = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f), 1);
m_uniBuf = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(zeus::CVector4f) * 2, 1);
struct BlurVert
{
zeus::CVector3f pos;
zeus::CVector2f uv;
} blurVerts[4] =
{
{{-1.f, 1.f, 0.f}, {0.f, 1.f}},
{{-1.f, -1.f, 0.f}, {0.f, 0.f}},
{{ 1.f, 1.f, 0.f}, {1.f, 1.f}},
{{ 1.f, -1.f, 0.f}, {1.f, 0.f}}
};
m_blurVbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, blurVerts, sizeof(BlurVert), 4);
struct Vert
{
zeus::CVector3f pos;
zeus::CVector2f screenUv;
zeus::CVector2f indUv;
zeus::CVector2f maskUv;
} verts[4] =
{
{{-1.f, 1.f, 0.f}, {0.01f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
{{-1.f, -1.f, 0.f}, {0.01f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}},
{{ 1.f, 1.f, 0.f}, {0.99f, 0.99f}, {0.f, 1.f}, {0.f, 1.f}},
{{ 1.f, -1.f, 0.f}, {0.99f, 0.01f}, {0.f, 1.f}, {0.f, 1.f}}
};
m_vbo = ctx.newStaticBuffer(boo::BufferUse::Vertex, verts, sizeof(Vert), 4);
m_dataBind = TShader<CPhazonSuitFilter>::BuildShaderDataBinding(ctx, *this);
return true;
});
}
SClipScreenRect rect;
rect.x4_left = g_Viewport.x0_left;
rect.x8_top = g_Viewport.x4_top;
rect.xc_width = g_Viewport.x8_width;
rect.x10_height = g_Viewport.xc_height;
/* X Pass */
zeus::CVector4f blurDir = zeus::CVector4f{2.f * radius / g_Viewport.x8_width, 0.f, 0.f, 0.f};
m_uniBufBlurX->load(&blurDir, sizeof(zeus::CVector4f));
CGraphics::SetShaderDataBinding(m_dataBindBlurX);
CGraphics::DrawArray(0, 4);
CGraphics::ResolveSpareTexture(rect, 2);
/* Y Pass */
blurDir = zeus::CVector4f{0.f, 2.f * radius / g_Viewport.xc_height, 0.f, 0.f};
m_uniBufBlurY->load(&blurDir, sizeof(zeus::CVector4f));
CGraphics::SetShaderDataBinding(m_dataBindBlurY);
CGraphics::DrawArray(0, 4);
CGraphics::ResolveSpareTexture(rect, 2);
}
void CPhazonSuitFilter::draw(const zeus::CColor& color,
float indScale, float indOffX, float indOffY)
{
struct Uniform
{
zeus::CColor color;
zeus::CVector4f indScaleOff;
} uniform =
{
color,
zeus::CVector4f(indScale, indScale, indOffX, indOffY)
};
m_uniBuf->load(&uniform, sizeof(Uniform));
CGraphics::SetShaderDataBinding(m_dataBind);
CGraphics::DrawArray(0, 4);
}
void CPhazonSuitFilter::Shutdown() {}
URDE_SPECIALIZE_SHADER(CPhazonSuitFilter)
}

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#ifndef __URDE_CPHAZONSUITFILTER_HPP__
#define __URDE_CPHAZONSUITFILTER_HPP__
#include "TShader.hpp"
namespace urde
{
class CTexture;
class CPhazonSuitFilter
{
friend struct CPhazonSuitFilterGLDataBindingFactory;
friend struct CPhazonSuitFilterVulkanDataBindingFactory;
friend struct CPhazonSuitFilterMetalDataBindingFactory;
friend struct CPhazonSuitFilterD3DDataBindingFactory;
boo::GraphicsDataToken m_gfxTok;
boo::IGraphicsBufferD* m_uniBufBlurX;
boo::IGraphicsBufferD* m_uniBufBlurY;
boo::IGraphicsBufferD* m_uniBuf;
boo::IGraphicsBufferS* m_blurVbo;
boo::IGraphicsBufferS* m_vbo;
const CTexture* m_indTex = nullptr;
boo::IShaderDataBinding* m_dataBindBlurX = nullptr;
boo::IShaderDataBinding* m_dataBindBlurY = nullptr;
boo::IShaderDataBinding* m_dataBind = nullptr;
public:
void drawBlurPasses(float radius, const CTexture* indTex);
void draw(const zeus::CColor& color,
float indScale, float indOffX, float indOffY);
using _CLS = CPhazonSuitFilter;
#include "TShaderDecl.hpp"
};
}
#endif // __URDE_CPHAZONSUITFILTER_HPP__

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#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 screenUvIn;\n"
"layout(location=2) in vec4 indUvIn;\n"
"layout(location=3) in vec4 maskUvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitUniform\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = color;\n"
" vtf.indScaleOff = indScaleOff;\n"
" vtf.screenUv = screenUvIn.xy;\n"
" vtf.indUv = indUvIn.xy;\n"
" vtf.maskUv = maskUvIn.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* IndFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D indTex;\n"
"TBINDING2 uniform sampler2D maskTex;\n"
"TBINDING3 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" vec2 indUv = (texture(indTex, vtf.indUv).rg - vec2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * \n"
" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
"}\n";
static const char* FS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec4 indScaleOff;\n"
" vec2 screenUv;\n"
" vec2 indUv;\n"
" vec2 maskUv;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D screenTex;\n"
"TBINDING1 uniform sampler2D maskTex;\n"
"TBINDING2 uniform sampler2D maskTexBlur;\n"
"void main()\n"
"{\n"
" colorOut = vtf.color * texture(screenTex, vtf.screenUv) * \n"
" (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a);\n"
"}\n";
static const char* BlurVS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n"
"layout(location=3) in vec4 uvIn;\n"
"\n"
"UBINDING0 uniform PhazonSuitBlurUniform\n"
"{\n"
" vec4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" gl_Position = vec4(posIn.xyz, 1.0);\n"
"}\n";
static const char* BlurFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec2 uv;\n"
" vec2 blurDir;\n"
"};\n"
"\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"TBINDING0 uniform sampler2D maskTex;\n"
"void main()\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
"\n"
" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
"\n"
" sum += texture(maskTex, vtf.uv).a * 0.2270270270;\n"
"\n"
" sum += texture(maskTex, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
" sum += texture(maskTex, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += texture(maskTex, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += texture(maskTex, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
"\n"
" colorOut = vec4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
static boo::IShaderPipeline* s_IndPipeline = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
struct CPhazonSuitFilterGLDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{filter.m_blurVbo, nullptr, boo::VertexSemantic::Position4},
{filter.m_blurVbo, nullptr, boo::VertexSemantic::UV4}
};
boo::IVertexFormat* blurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
blurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
const boo::VertexElementDescriptor VtxVmt[] =
{
{filter.m_vbo, nullptr, boo::VertexSemantic::Position4},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 0},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 1},
{filter.m_vbo, nullptr, boo::VertexSemantic::UV4, 2}
};
boo::IVertexFormat* vtxFmt = ctx.newVertexFormat(4, VtxVmt);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
vtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#if BOO_HAS_VULKAN
struct CPhazonSuitFilterVulkanDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
#endif
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::GLDataFactory::Context& ctx)
{
const char* uniNames[] = {"PhazonSuitUniform"};
const char* texNames[] = {"screenTex", "indTex", "maskTex", "maskTexBlur"};
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, 4, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
texNames[1] = "maskTex";
texNames[2] = "maskTexBlur";
s_Pipeline = ctx.newShaderPipeline(VS, FS, 3, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
uniNames[0] = "PhazonSuitBlurUniform";
texNames[0] = "maskTex";
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, 1, texNames, 1, uniNames, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterGLDataBindingFactory;
}
#if BOO_HAS_VULKAN
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::VulkanDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterVulkanDataBindingFactory;
}
#endif
}

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#include "CPhazonSuitFilter.hpp"
#include "TShader.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
static const char* VS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
" float4 screenUvIn [[ attribute(1) ]];\n"
" float4 indUvIn [[ attribute(2) ]];\n"
" float4 maskUvIn [[ attribute(3) ]];\n"
"};\n"
"\n"
"struct PhazonSuitUniform\n"
"{\n"
" float4 color;\n"
" float4 indScaleOff;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitUniform& psu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.color = psu.color;\n"
" vtf.indScaleOff = psu.indScaleOff;\n"
" vtf.screenUv = v.screenUvIn.xy;\n"
" vtf.indUv = v.indUvIn.xy;\n"
" vtf.maskUv = v.maskUvIn.xy;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* IndFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float4 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> screenTex [[ texture(0) ]],\n"
" texture2d<float> indTex [[ texture(1) ]],\n"
" texture2d<float> maskTex [[ texture(2) ]],\n"
" texture2d<float> maskTexBlur [[ texture(3) ]])\n"
"{\n"
" float2 indUv = (indTex.sample(samp, vtf.indUv).rg - float2(0.5, 0.5)) * \n"
" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
" return vtf.color * screenTex.sample(samp, indUv + vtf.screenUv) * \n"
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\n"
"}\n";
static const char* FS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 color;\n"
" float4 indScaleOff;\n"
" float2 screenUv;\n"
" float2 indUv;\n"
" float2 maskUv;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> screenTex [[ texture(0) ]],\n"
" texture2d<float> maskTex [[ texture(1) ]],\n"
" texture2d<float> maskTexBlur [[ texture(2) ]])\n"
"{\n"
" return vtf.color * screenTex.sample(samp, vtf.screenUv) * \n"
" (maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a);\n"
"}\n";
static const char* BlurVS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"struct VertData\n"
"{\n"
" float4 posIn [[ attribute(0) ]];\n"
" float4 uvIn [[ attribute(1) ]];\n"
"};\n"
"\n"
"struct PhazonSuitBlurUniform\n"
"{\n"
" float4 blurDir;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv;\n"
" float2 blurDir;\n"
"};\n"
"\n"
"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant PhazonSuitBlurUniform& psu [[ buffer(2) ]])\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv = uvIn.xy;\n"
" vtf.blurDir = blurDir.xy;\n"
" vtf.position = float4(posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* BlurFS =
"#include <metal_stdlib>\n"
"using namespace metal;\n"
"constexpr sampler samp(address::repeat, filter::linear);\n"
"struct VertToFrag\n"
"{\n"
" float4 position [[ position ]];\n"
" float2 uv;\n"
" float2 blurDir;\n"
"};\n"
"\n"
"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
" texture2d<float> maskTex [[ texture(0) ]])\n"
"{\n"
" //this will be our alpha sum\n"
" float sum = 0.0;\n"
"\n"
" //apply blurring, using a 9-tap filter with predefined gaussian weights\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv).a * 0.2270270270;\n"
"\n"
" sum += maskTex.sample(samp, vtf.uv - 1.0 * vtf.blurDir).a * 0.1945945946;\n"
" sum += maskTex.sample(samp, vtf.uv - 2.0 * vtf.blurDir).a * 0.1216216216;\n"
" sum += maskTex.sample(samp, vtf.uv - 3.0 * vtf.blurDir).a * 0.0540540541;\n"
" sum += maskTex.sample(samp, vtf.uv - 4.0 * vtf.blurDir).a * 0.0162162162;\n"
"\n"
" return float4(1.0, 1.0, 1.0, sum);\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
static boo::IVertexFormat* s_VtxFmt = nullptr;
static boo::IVertexFormat* s_BlurVtxFmt = nullptr;
static boo::IShaderPipeline* s_IndPipeline = nullptr;
static boo::IShaderPipeline* s_Pipeline = nullptr;
static boo::IShaderPipeline* s_BlurPipeline = nullptr;
struct CPhazonSuitFilterMetalDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
CPhazonSuitFilter& filter)
{
boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBufBlurX};
boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
boo::ITexture* texs[4];
int texBindIdxs[4];
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 1;
filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBufBlurY;
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 2;
filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
s_BlurVtxFmt, filter.m_blurVbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
bufs[0] = filter.m_uniBuf;
size_t texCount;
if (filter.m_indTex)
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = filter.m_indTex->GetBooTexture();
texBindIdxs[1] = 0;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 1;
texs[3] = CGraphics::g_SpareTexture;
texBindIdxs[3] = 2;
texCount = 4;
}
else
{
texs[0] = CGraphics::g_SpareTexture;
texBindIdxs[0] = 0;
texs[1] = CGraphics::g_SpareTexture;
texBindIdxs[1] = 1;
texs[2] = CGraphics::g_SpareTexture;
texBindIdxs[2] = 2;
texCount = 3;
}
return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
s_VtxFmt, filter.m_vbo, nullptr, nullptr,
1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
}
};
TShader<CPhazonSuitFilter>::IDataBindingFactory*
CPhazonSuitFilter::Initialize(boo::MetalDataFactory::Context& ctx)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4, 0},
{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
};
s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
const boo::VertexElementDescriptor BlurVtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::InvSrcAlpha, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::One, boo::Primitive::TriStrips,
boo::ZTest::None, false, true, false, boo::CullMode::None);
s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt,
CGraphics::g_ViewportSamples, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips,
boo::ZTest::None, false, false, true, boo::CullMode::None);
return new CPhazonSuitFilterMetalDataBindingFactory;
}
}